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resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. The project will bring together science museum visitor experience developers, visitor studies staff, indoor location technology developers, cyber-learning researchers, and STEM informal learning specialists for a two day conference, COMPASS (Conference on Mobile Position Awareness Systems and Solutions), to address the achievements and potential of indoor location aware mobile (ILAM) technology in science museums. The pre-conference work, the conference itself, and a subsequent e-publication will provide multiple, informed perspectives and knowledge around ILAM for science museums to develop apps for visitors' own smartphones to enhance and personalize the visitor experience and to experiment with new kinds of inquiry-based learning. The goals of the conference are to form an integrated vision by consolidating expertise from disparate disciplines connected to ILAM tech development, to transform visitor mobile tools to provide more innovative forms of interaction and personalization, and to open new avenues for visitor research with automated data collection and analysis.

The COMPASS conference will bring together 80 participants for two days in September 2018 at the Exploratorium in San Francisco, CA. The first dissemination will take place in a presentation at the ASTC conference the following month in October 2018. A webinar sharing insights from COMPASS and inviting others to engage will be held in March 2019 hosted by ASTC and accessible by ASTC members and non-members alike. A companion COMPASS e-publication will be released for free download, also in March 2019, with summaries of conference proceedings, key issues identified, case histories of ILAM in museums, white papers and other resources. Conference outcomes include establishing a community of practice or special interest group and establishing common goals for future collaborative work. By gathering a diverse range of perspectives and expertise to share research and evidence based findings, COMPASS include collective problem solving and an informed cross disciplinary approach to planning and implementing ILAM technology in the museum environment. The conference will explicitly address the benefits and quality of open source code and protocols and how techniques could be shared among institutions. As professional experience with deploying ILAM apps grows, this tool could be used to increase accessibility for diverse visitor populations, put in use at smaller and medium sized science centers, and applied to a variety of research studies, increasing the impact for funders and benefiting the science center community at large.
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TEAM MEMBERS: Claire Pillsbury
resource project Professional Development, Conferences, and Networks
One of the core values of the National Science Foundation is ensuring inclusiveness among all segments of the broader scientific community. This Life STEM project will provide a mechanism for strengthening minority serving institutions' capacity to help the nation meet the growing demand for a more diverse future STEM workforce. The workshop will provide opportunities for these institutions to increase their capacity to inspire, prepare, and retain underrepresented K-12 and undergraduate students in life science and bioscience fields through innovative models of interventions. To enhance the capacity of these institutions to participate in this endeavor, the workshop will focus on cutting edge research designs and review models of intervention shown to be effective in helping retain underrepresented students in the STEM pipeline.

Working in concert with the Quality Education for Minority Network and MER Associates, Spelman College will host a workshop for 100-125 key university administrators, education and STEM researchers, and sponsored research office representatives. The workshop attendees will participate in teams of 4-5 members to learn more about the Foundation's mission and goals for STEM education and for broadening participation in STEM. Teams will be provided support to attend the workshop where representatives can also share best practices about individual successes in helping underrepresented students complete courses of study in STEM fields.
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TEAM MEMBERS: Leyte Winfield Viveka Borum
resource project Media and Technology
In this project, education researchers, environmental scientists, and educators will develop a computer tool to let STEM educators and curriculum developers build local environmental science models. The system will use data about land use to automatically construct map-based simulations of any area in the United States. Users will be able to choose from a range of environmental and economic issues to include in these models. The system will create simulations that ask students to change to patterns of land use -- for example, increasing land zoned for housing, or open land, or industrial development -- to try to meet environmental and social goals. As a result, students will be able to learn about the interaction of environmental and economic issues relevant to their own city, town, neighborhood, or region. These map-based simulations will be incorporated into an existing science, technology, engineering, and mathematics (STEM) education tool, Land Science, in which learners work in a fictional planning office to study how zoning affects economic and environmental issues in a community. Research has shown that Land Science is mode effective when learners are exploring issues in an area near their home, and the current study will investigate how and why local simulations improve environmental science learning. This project is funded by the Advancing Informal STEM Learning (AISL) program which supports work to enhance learning in informal environments by funding innovative research, approaches, and resources for use in a variety of settings.

In this project, the research team will build, test, and deploy a toolkit that will allow informal STEM educators and developers of informal STEM programming to easily adapt an existing environmental science learning environment, which consists of a place-based virtual internship in urban planning and ecology, to their local contexts, learning objectives, and learner populations. Land Science is a virtual internship in which young people explore the environmental and socio-economic impacts of land-use decisions. To do so, they play the role of interns at an urban planning firm developing a new land-use proposal for the city of Lowell, Massachusetts: they read reports, virtually visit sites, determine stakeholder priorities, and use a geographic information system (GIS) model to evaluate the socio-economic and environmental impacts of land-use choices. No one plan can satisfy all stakeholders, so learners must compromise to create an effective plan and justify their decisions. Land Science has been shown to improve civic engagement, interest in eco-social issues, and understanding of scientific models, but it is most effective when the location of the virtual internship is in or near the learners' home town. To improve the accessibility and impact of this effective learning intervention, the interdisciplinary research team, which includes learning scientists, land-use experts, and informal STEM educators, will develop a Local Environmental Modeling toolkit, which will allow educators to change the location of the simulation and the stakeholder groups, zoning codes, and environmental and socio-economic indicators included in the land-use model. The system will ensure that the model produced is functional, realistic, and appropriately complex. The localized versions of Land Science produced by informal STEM educators will be used in a range of contexts and locations, allowing the research team to study the effects of an online, place-based learning intervention on environmental science learning, STEM interest and motivation, and civic engagement.
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TEAM MEMBERS: David Shaffer Kristen Scopinich Holly Gibbs Jeffrey Linderoth
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This Change Makers project will establish Food Justice Ambassador corps across three cities in Massachusetts where youth will install, manage and learn the science and technology underlying hydroponics. The project takes a near-peer mentoring approach that empowers high school youth to take the lead in improving ethnic minority and low-income residents' access to healthy produce and to help educate middle school youth regarding the value of fresh produce in one's diet by learning the science of hydroponics. Youth will create story maps to visualize food accessibility in their communities. High school youth will work with their communities to establish hydroponic farms in middle school after-school settings. The food that is grown will be provided to the community through farmers' markets. Youth will share their work with a larger community of urban farmers at the Massachusetts Urban Farming Conference. This project seeks to understand the contribution on youth development by the model's three components: (1) STEM learning embedded in a social justice framework, (2) near-peer mentoring, and (3) youth purpose and career development. This will enable researchers to better understand how the project enables youth to learn STEM skills; apply them to a real life problem; learn the relevance of STEM skills for addressing personal, career aspiration, and social justice issues; develop a sense of purpose and aspirations related to STEM fields; and mentor other youth through the same process. The project will use a mixed-method, multi-site longitudinal study utilizing quantitative surveys, structural equation modeling, and qualitative interviews to study the intersections of the components of the project. As such, the study will address three key questions: 1) How do youth and mentors perceive and experience their roles as participants in the pedagogy? 2) What is the impact of the intervention on youth' sense of purpose, identity, career adaptability, work volition, critical consciousness, school engagement, STEM interests, and STEM intentionality? 3) What is the contribution of relational/mentoring and psychosocial/career adaptability aspects of the youths' contexts on their capacity to benefit from this program and to develop and sustain purpose and engagement in school and STEM? Most urban youth (and adults) have little knowledge of where their food comes from and have limited opportunities to learn how to grow produce as well as develop related skills that can lead to a career in a STEM field. This is particularly disconcerting as 55% of African Americans live inside central cities (90% in metropolitan areas) and over half of all Latino/as live in central cities (United States Census Bureau, 2011). This project entails the recruitment of low-income youth from populations underrepresented in science into a program where social justice concerns (food justice, food security) are illuminated, analyzed, and acted upon through the development of STEM knowledge and skills. Specifically, this project recognizes the potential for urban youth to become deeply knowledgeable citizens who can mobilize their STEM knowledge and skills to resolve social injustices such as food deserts. If successful, this project will provide a model that should be transferable to similar contexts to help broaden participation in STEM.
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TEAM MEMBERS: George Barnett Belle Liang David Blustein
resource project Higher Education Programs
Often called "self-plagiarism," text recycling occurs frequently in scientific writing. Over the past decade, increasing numbers of scientific journals have begun using plagiarism detection software to screen submitted manuscripts. As a result, large numbers of cases of text recycling are being identified, yet there is no consensus on what constitutes ethically acceptable practice. Text recycling is thus an increasingly important and controversial ethical issue in scientific communication. However, little actual research has been conducted on text recycling and it is rarely addressed in the ethical training of researchers or in scientific writing textbooks or websites. To promote the ethical and appropriate use of text recycling, this project will be conducted in two phases: In Phase 1, the researchers will investigate the ethical, practical, and legal aspects of text recycling as relevant for professional researchers, students, and publishers. In Phase 2, the investigators will produce educational materials and develop model language for text recycling guidelines and author-publisher contracts that can be adapted by educational institutions, research organizations, and publishers.

This project is a multi-institutional, multidisciplinary investigation of text recycling, the reuse of material from one?s previous work in a new manuscript. In Phase 1, the researchers will investigate questions such as these: What do expert researchers, students, and others involved in scientific communication believe to be appropriate practice, and why? Where is there a clear consensus among experts and where is there substantive disagreement? How often do professional scientists actually recycle material, and in what ways? Under what circumstances does text recycling violate publisher contracts or copyright laws? One facet of this research will involve interviewing and surveying experienced STEM faculty, students, journal editors, and others regarding the ethics of text recycling. A second facet will analyze a corpus of published scientific papers to investigate how researchers recycle text in practice and how this has changed over time. The third facet involves analyzing publisher contracts to better understand the rights of publishers and authors regarding text recycling and to assess their legal validity. In Phase 2, the investigators will use findings from Phase 1 to develop, test, and disseminate two kinds of materials: The first are web and print based instructional materials for STEM students (and others new to STEM research) explaining the ethical, legal, and practical issues involved with text recycling, as well as accompanying documents for faculty, administrators, and librarians. The second are model policies and guidelines for text recycling that address appropriate practice in both academic and professional settings. The investigators will obtain feedback on drafts of these materials from potential users and revise them accordingly, after which they will be disseminated.
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TEAM MEMBERS: Cary Moskovitz
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This project will advance knowledge in the design of interest triggers for science in immersive digital simulation learning games. When learners are interested in a topic, it can have a profound impact on the quality of their learning. Although much is known about how informal learning experiences can promote interest in STEM, much less research has addressed links between technology use and interest development. This Exploratory Pathways project will investigate (1) the impact of entertainment technology use by middle school learners on STEM interest development, (2) the design of interactive educational technologies created specifically to trigger interest in astronomy, and (3) informal learning resources for sustained interaction with STEM content over time. In particular, learners will have the opportunity to interactively explore the scientific consequences of considering alternative versions of Earth via "What if?" questions, such as "What if the earth had no moon?" or "What if the earth were twice its current size?". While using the simulations, learners will be invited to make observations and propose scientific explanations for what they see as different. Given recent discoveries of potentially habitable worlds throughout the Galaxy, such questions have high relevance to public discourse around space exploration, conditions necessary for life, and the long-term future of the human race. Studies will occur across three informal learning settings: museum exhibits, afterschool programs, and summer camps, and are driven by the following research questions: What technology-based triggers of interest have the strongest influence on interest? Which contextual factors are most important for supporting long-term interest development? And, what kinds of technology-based triggers are most effective for learners from audiences who are underrepresented in STEM? This research will result in an empirically tested approach for cultivating interest that will allow educators to leverage the "What if?" pedagogy in their own work, as well as downloadable materials suitable for use in both informal and formal learning settings.

Planned studies will identify features that are effective in triggering interest, with an emphasis on groups underrepresented in STEM, and elaborate on the importance of engaging learners in explanatory dialogues and in service of interest development. It is hypothesized that interacting in such novel ways can act as a trigger for interest in astronomy, physics, and potentially other areas of STEM. Design iterations will also investigate different forms of learning supports, such as guidance from facilitators, collaboration, and automated guidance available within the simulations, and identify how features vary with respect to learning contexts. Data collected will include interview and survey data to track interest development, measures of knowledge in astronomy and physics, and log files of simulation use to better understand how behaviors in the simulations align with stated interests. Results of the studies will advance the theoretical understanding of interest development and its relationship to interactive experiences, and will also have practical implications for the deployment of technology in informal settings by identifying features critical for triggering the interest of middle school learners. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: H Chad Lane Jorge Perez-Gallego Neil Comins
resource project Media and Technology
Lineage is a comprehensive educational media and outreach initiative that will engage individuals and families in learning about deep time and evolution, helping audiences come to newfound understandings of the connections between the past, present, and future of life on Earth. The project is a partnership between Twin Cities PBS (TPT) and the Smithsonian Institution's National Museum of Natural History and is linked to the opening of that museum's new Deep Time Fossil Hall in June 2019. The project includes a two-hour film for national broadcast on PBS, and a 20-minute short version for exhibition in science centers. The documentaries will show how scientists, using paleontology, genetics, earth science and other disciplines, can reconstruct in detail the origins of living animals like birds and elephants, revealing their ancient past as well as evidence of ecological change that can inform our understanding of Earth today. Extensive educational outreach will include the creation of "Bone Hunter," an innovative VR (Virtual Reality) game designed for family co-play that engages multiple players in the process of paleontology as they piece together a fossil in a digital lab. Bone Hunter and other collaborative educational activities will be deployed at Family Fossil Festivals that will attract multi-generational learners. One such Festival will take place at the Smithsonian Institution in Washington, D.C., while others will be based at geographically diverse institutions that serve underserved rural as well as urban communities. Lineage is a collaboration between national media producers, noted learning institutions and researchers, including Twin Cities Public Television, the Smithsonian Institution / National Museum of Natural History, Schell Games, the Institute for Learning Innovation (ILI), and Rockman et al. One of the project's primary innovations is its exploration of new learning designs for families that use cutting-edge technologies (e.g. the Bone Hunter virtual reality game) and collaborative multi-generational learning experiences that advance science knowledge and inquiry-based learning. An external research study conducted by ILI will investigate how intergenerational co-play with physical artifacts compared to virtual artifacts influences STEM (Science Technology Engineering Mathematics) learning and engagement. The findings will lead to critical strategic impacts for the field, building knowledge about ongoing innovation in the free choice learning space. The project's external evaluation will be conducted by Rockman et al and evaluative findings, as well as the educational materials derived from the project, will be widely disseminated through partnerships with professional and educator groups. Clips from the Lineage film and related learning resources will be hosted on PBS LearningMedia, so educators can incorporate these resources into their classrooms, and students and lifelong learners can explore and discover on their own. The project outcomes will have broad impact on public audiences, deepening and advancing knowledge and understanding about important scientific concepts, and promoting continued, family-based collaborative learning experiences to expand and deepen STEM knowledge. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning.
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TEAM MEMBERS: Michael Rosenfeld Sarah Goforth Amy Bolton
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal Science Learning program funds innovative research, approaches and resources for use in a variety of settings. This Exploratory Pathways project brings together scientists and science curriculum experts with field station leaders to study informal science learning at biological field stations. The objective is to understand and evaluate the unique qualities of field stations as centers of informal and enduring science learning for the non-science community. There are over 400 field stations and represent a science communication mechanism that if available to most US citizens. This project is a collaboration between Texas A&M University and Colorado State University.

Field stations typically engage in informal science learning. While there are great examples of informal learning through outreach activities at field stations, little is known about what is happening in the aggregate at these establishments. This project documents the outreach work of field stations and explores the connections between how the outreach activities engage learners, incorporate science topics, and address science learning. By creating an Outreach Ontology, a multidimensional framework around the outreach activities, this work provides a valuable resource and reference to informal science researchers who seek to understand what informal learning projects are undertaken at field stations, and how these activities fit into the broader context of informal science learning. This project will help field stations collaborate on improving informal STEM learning activities by bringing them together to discuss their efforts and by developing a publicly available, searchable database detailing their activities. A particular benefit to advancing informal STEM learning by investigating field stations is the broad range of people and communities that are involved with and affected by field station outreach activities.
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TEAM MEMBERS: Jill Zarestky Rhonda Struminger Michelle Lawing
resource project Public Programs
The Maker movement has grown considerably over the past decade, both in the USA and internationally. Several varieties of "making" have been developed, but there are still many important questions to ask and research to conduct about how different programmatic structures may relate to the potential impact Maker programs can have on individuals and communities. As part of a larger, long-range initiative in their local community, the New York Hall of Science proposes to leverage the philosophy and activities of the Maker movement to take important first steps toward realizing their eventual goal of developing family and community-wide commitment to and improvement of STEM education. The project would build both foundational and practical knowledge about how parents with little or no prior knowledge of or experience with Making choose to engage with, contribute to, and learn from Maker programming designed for families with children from low-income households and backgrounds that are under-represented in the STEM professions. The intent is to build their understanding of the value of Making as a pathway toward deeper STEM learning. The project is characterized as "high-risk with potentially high-payoff." It applies a community psychology approach (rather than individual psychology) to the study of Making, and it focuses on parents as potential learners and leaders. While some work has been done in the field with respect to the role of parents in Maker environments, this is a new approach to the study of Making and its potential influence on the broader culture of STEM learning in a community. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

Two informal learning environments will be developed and studied at the New York Hall of Science: Learning Together, a table-top, minimally staff-facilitated setting in the Hall's science library, and Family Making, a high-tech and staff-facilitated experience in the Hall's maker facility. The study poses two research questions: (1) How, and to what extent, do the Learning Together and Family Making programs attract and sustain parental engagement, parental facilitation of children's activity, and parents' own explorations of Making? (2) From a community psychology perspective, what social structures, resources, social processes, and surrounding institutional conditions support or impede these parental pathways into exploring and understanding Making as a pathway toward STEM learning? The study will involve sustained collaborations between the Hall's Maker Space staff and research team, and will seek to generate guidance about how to design Maker programming that attracts and retains low-income, under-served family groups and new knowledge about how external structures and practices shape this audiences' perceptions of and interest in Making as a mode of STEM learning.
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TEAM MEMBERS: Katherine McMillan David Wells Susan Letourneau
resource project Media and Technology
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. The project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and learning.
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resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The project will fill a major gap in knowledge regarding why children listen to science podcasts and what impact they have on their STEM learning. Brains On! is an existing podcast for children 6-12 years old that is produced by American Public Media. The podcasts are kid-driven. Kid listeners send in questions and suggest the show topics. Every episode is co-hosted by a different child, who interviews top scientists about their work, sees research done first hand and helps shape the overall arc of the episode. The project team collaborates with a wide variety of scientists to create programming that is both appealing to kids and has scientific merit. Although Brains On! has enjoyed more than 2.4 million downloads collectively of its 50-episode library little is known about why children are drawn to it, how they are using its content, and what the impacts might be for those who listen to the podcast. There has been no previous research to understand why children choose to listen, or what impact it has on their learning. This Pathways project would produce new episodes and collaborate with the Science Museum of Minnesota that would conduct research to fill this large gap in understanding aural learning through podcasts. The Brains On! project has the following goals to create strategic impact: 1) explore and begin to develop knowledge around what makes children's science podcasts, such as Brains On!, appealing and what role they can play in impacting children and their families' science curiosity, learning, and awareness of science careers, and 2) develop a theory of action for the Brains On! podcast that could also inform the development of similar kinds of children's science podcasts. A mixed-methods exploratory research study will be carried out to address these goals. The three overarching research questions are: Who is the audience for Brains On! and what are their motivations for listening to science podcasts? How are Brains On! listeners using the podcast and engaging with its content? What kinds of impacts does Brains On! have on its audiences? The research results, including the theory of action, from the Brains On! exploratory study will benefit the fields of informal science education and public media by beginning to fill a gap in the current knowledge-base around the potential for science children's podcasts to contribute to a wide range of informal science learning outcomes for children and families, as well provide insight into what features of children's science podcasts can lead to those outcomes. The study results may also encourage other public media and informal science education organizations to create their own science podcasts for children, increasing the reach and potential impact of this emerging STEM media resource.
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TEAM MEMBERS: Molly Bloom Sanden Totten Lauren Dee Marc Sanchez Amy Grack Nelson
resource project Informal/Formal Connections
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. This Research in Service to Practice project will address the issues around Informal Education of rural middle school students who have high potential regarding academic success in efforts to promote computer and IT knowledge, advanced quantitative knowledge, and STEM skills. Ten school districts in rural Iowa will be chosen for this study. It is anticipated that new knowledge on rural informal education will be generated to benefit the Nation's workforce. The specific objectives are to understand how informal STEM learning shapes the academic and psychosocial outcomes of rural, high-potential students, and to identify key characteristics of successful informal STEM learning environments for rural, high-potential students and their teachers. The results of this project will provide new tools for educators to increase the flow of underserved students into STEM from economically-disadvantaged rural settings.

The President's Council of Advisors on Science and Technology predicts a rapid rise in the number of STEM jobs available in the next decade, describing an urgent need for students' educational opportunities to prepare them for this workforce. In 2014, 62% of CEOs of major US corporations reported challenges filling positions requiring advanced computer and information technology knowledge. The project team will use a mixed methods approach, integrating comparative case study and mixed effects longitudinal methods, to study the Excellence program. Data sources include teacher interviews, classroom observations, and student assessments of academic aptitude and psychosocial outcomes. The analysis and evaluation of the program will be grounded in understanding the local efforts of school districts to build curriculum responsive to the demands of their high-potential student body. The project design, and subsequent analysis plan, utilizes a mixed methods approach, incorporating case study and longitudinal quantitative methods to analyze naturalistic data and build robust evidence for the implementation and impact of this program. This project will provide significant insights in how best to design, implement, and support informal out-of-school learning environments to broaden participation in the highest levels of STEM education and careers for under-resourced rural students.
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TEAM MEMBERS: Susan Assouline